Currently, I am working on the selection planes.I am using a single quad plane with a texture assigned.

I plan to get the angle of the contact with the ground like so:

- Cast ray directly down Y axis to find ground, if any.- Create 4 vectors that make a small quad shape around the point found in last step.- Perform ray casting and averaging as shown in the car example.- Set rotation matrix of the plane.

I will post screenshots in a little while;)

EDIT:Anyone got a better idea about this?I am referring to a green circle I wish to draw at the feet of a selected player model.

I am now working on the player selection plane that appears below a selected player:)

You may consider to shoot just one ray into the ground and let the collision listener return the polygon id of the hit polygon. With this, you can ask the PolygonManager for that polygon's normal and adjust the selection plane accordingly. Without doing anything else, there won't be a smooth transition between polygons with different normals of course. But maybe that's not a problem or you can add some interpolation to it. But it will save you from shooting multiple rays into the ground.

I am now working on the player selection plane that appears below a selected player:)

You may consider to shoot just one ray into the ground and let the collision listener return the polygon id of the hit polygon. With this, you can ask the PolygonManager for that polygon's normal and adjust the selection plane accordingly. Without doing anything else, there won't be a smooth transition between polygons with different normals of course. But maybe that's not a problem or you can add some interpolation to it. But it will save you from shooting multiple rays into the ground.

That is an infinitely more efficient method:). It will never be perfect.The only way it would work optimally, is if there was a way to "project" the image onto the ground,like a shadow.This, however, probably means multitexturing, and would cause trouble, when software mode is used.

Not only multitexturing but projective texturing. jPCT doesn't support it ATM. It could be doable in hardware (i'm not sure how well it would fit into the pipeline) but will be pretty hard in software and not worth the afford IMHO.My solution to this "problem" would be: Ignore it. You are usually not looking so closely at selected characters that it really matters. Plus you'll share this problem with a lot of games out there...